Race Sim Central
Rec.Autos.Simulators Archive

Are simulators just toys??

6 posts by 6 people · 07 Dec 1993 (approx.) - 18 Dec 1993 (approx.)

Gutorm H|g}s 07 Dec 1993 (approx.)#295591
Forgive my ignorance, I have never used a car simulator (PC or real) and r.a.s has no FAQ ... Are there PC simulators out there that actually make you a better driver? I'm thinking about reflex-training for slippery surfaces, kids jumping out from nowhere, track/road messed up with inhomogeneous snow, etc. What are your opinions? If yes, can you give me some references?
David W. LeComp 08 Dec 1993 (approx.)#295620
>Forgive my ignorance, I have never used a car simulator (PC or real) This is only one of a number of similar posts where people draw a distinction between PC driving simulations and "real" simulations. I'd like to know if I'm off base, but what makes a PC simulation less "real" than any other? Or, for that matter, a similar cut has been made, differentiating games from simulators. If a PC game represents some facet of driving, then I'd be tempted to say that it was a driving simulator. This includes Hard Driving, Stunts, and even Pole Position and Spy Hunter, which are clearly games. I'd like to hear other people's notions on what a "real" driving simulation is; does the game have to model some certain favorite facet of the driving experience, or is it more subjective; "F1GP *FEELS* more like driving a car, than Stunts, therefore F1GP is a simulation, and stunts is a game." -Dave LeCompte -- These opinions are my own, and do not necessarily reflect those of my family, my company, my race, or my species.
shawn mahan 09 Dec 1993 (approx.)#295641
The only simulator I would consider worthwhile for this purpose is Atari's Race Drivin or Hard Drivin. These two arcade games are the only ones in my experience which provide mechanical feedback.
Stephen Gallimo 09 Dec 1993 (approx.)#295654
: The only simulator I would consider worthwhile for this purpose is : Atari's Race Drivin or Hard Drivin. These two arcade games are the : only ones in my experience which provide mechanical feedback. In the arcade game class I know that Sega Virtual Racing also has feedback on the steering. All serious research based simulation facilities that I know of have some sort of feedback onto the steering wheel. It is impossible to drive correctly without it, it is like driving on a skid pan or ice at normal driving speeds - you do not stay on the road for very long. Typically this is provided by some form of servo motor controlled by your simulation. In our case it is a motor capable of proving a peak torque of 65Nm and accelerating to 1500rpm in about a under a second (something that we don't really want it to do in our application !). This allows us to simulate the high friction between the tyre and road when the car is stopped or tavelling a parking speeds and the castor effect (self centering) when cornering or lane changing. We can of course also simulate the wheel going 'light' when the car begins to oversteer and starts to enter a skid. -- Stephen Gallimore|University of Leeds Driving Simulator|Tel: (+44) 532 335730
Paul Christopher Miran 09 Dec 1993 (approx.)#295665
>All serious research based simulation facilities that I know of have some sort >of feedback onto the steering wheel. It is impossible to drive correctly >without it, it is like driving on a skid pan or ice at normal driving speeds - >-- >Stephen Gallimore|University of Leeds Driving Simulator|Tel: (+44) 532 335730 It sounds like adding a high torque (or highly geared) motor to a driving wheel would be a good idea... Now all we need is for the game companies to output the right data to the wheel somehow (maybe through that extra serial port most machines tend to have...) and don't forget the shifting paddles for us Formula one types... Hmm... It would need *** stops(and pressure switches) at the end of it's travel so it won't tear itself apart if you let go , and it will need its own power supply, since I don't think most serial ports can provide the juice needed. The maximum torque should be changeable, too, to allow for children, lightweight tables, and fatigue (since it will be so amazing people will play until their arms fall off :) It might need special cooling considerations too, since continuous use will generate heat that needs to be sinked off, and eventually may require auto-shutdown. It's just crazy enough to make a viable product.. what do you think? -- "I have feelings too, I just choose to | Paul Miranda likes cheese -- Ms. Musso on "Parker Lewis" (FOX TV) | -- THIS SPACE FOR RENT --
P. J. Remn 18 Dec 1993 (approx.)#295764
I know, I watched some little kid try to play it, and after I showed him the clutch, brake, gas, shifter, and turnkey, he left, complaining that the wheel is too hard to turn! I personally cannor play the game for more than three hours before my calves hurt from the clutch and brake pedals. I personally love the way the steering wheel will jitter when offroad, or doing long burnouts in the automatic with the brake on. :-) - Peter (who is waiting for a version with a "motion machine" under it for those max-g corners.) -- Picard & Riker in '96: "Make it so" for the next generation! performing controlled core dump... performing controlled core dump...

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